We’re having a problem building lighting. This only happens on a Mac machine - not on PC. We’re using a very slightly modified version of the 4.6.1 engine. The firewall is not enabled, and static lighting is enabled.
When I click “build”, it says “building lighting: 0%” and then a box comes up saying that building lighting failed. There’s not a lot in the log window to go on - see below. Any suggestions would be appreciated!
Logs:
LogRHI:Warning: OpenGL debug output extension not supported!
MapCheck: New page: Map Check
LogRHI:Warning: OpenGL debug output extension not supported!
LightingResults: New page: Lighting Build - Feb 5, 2015, 2:41:50 AM
LogStaticLightingSystem:Warning: No importance volume found, so the scene bounding box was used. You can optimize your scene’s quality and lighting build times by adding importance volumes.
LogStaticLightingSystem: Running Lightmass w/ ImmediateImport mode ENABLED
LogStaticLightingSystem: Running Lightmass w/ ImmediateProcess mode ENABLED
LogStaticLightingSystem: Running Lightmass w/ Sorting mode ENABLED
LogStaticLightingSystem: Running Lightmass w/ Mapping paddings ENABLED
LogStaticLightingSystem: Running Lightmass w/ Mapping debug paddings DISABLED
LogRHI:Warning: OpenGL debug output extension not supported!
LogEditorBuildUtils: Build time 0:00:00
LogMaterial: Missing cached shader map for material FLightmassMaterialRenderer M_wwBody, compiling.
LogMaterial: Missing cached shader map for material FLightmassMaterialRenderer M_wwBody, compiling.
LogMaterial: Missing cached shader map for material FLightmassMaterialRenderer M_wwHead, compiling.
LogMaterial: Missing cached shader map for material FLightmassMaterialRenderer M_wwHead, compiling.